I played on console and I didn't run into most of these. Certainly not often. Sounds like a hardware problem.
I have GTX 970 and i5 6500...not a killer machine, but more than adequate. As for "not for me", I've played a lot of action games, particularly hack&slashers, and usually evaluate each on how it functions based on it's own design goals. Closest to DS I've played is Severance and it's easily one of my favorites.Lunar Templar said:1) You clearly had no accurate idea of the type of game Dark Souls 1 is, what with how you keep comparing it to other games, most of which might as well have been you comparing Mega Man Classic to Call of Duty, and then bitching about how Mega Man doesn't play like CoD.
2) Your PC sucks. Cause a lot of those sound like performance issues that would have been solved with some better hardware.
3) Some of the things you complained about are irrelevant. There's been 3 Souls games since this, and while some things haven't changed for better or worse, other things have, as such said complaints can just be hand waved away with 'they fixed it in a later game so w/e'
4) The game was 'not for you'. Clearly. This kinda ties in with #1 but you come off as some one who was playing it less cause they 'wanted to' and more cause they 'felt they had to', which is a bad reason to do anything. like missing how to aim with a Bow, that's not some obscure mechanic, that's shit you should have figured out on your own, and that you didn't strikes me as a sign that you didn't really care to in the first place,
I can't complain if someone says they don't think a game deserves the rating it got but I agree with you on this. The idea that a perfect score means a game is in some way perfect doesn't make sense. To me a perfect game is one where you cannot imagine the addition or subtraction of any element would make the game significantly better. I don't know if that's true of the Souls games but people seem to have this idea that a perfect game is one that is everything to everyone. I find that criteria to be impossible (and indeed many people have said that no game ever made deserves 10/10 because of this impossibility) so what's the point? It's like arguing there's no such thing as a perfect hammer because it'd make a crappy screwdriver. That doesn't suggest there's anything wrong with the hammer but instead with our criteria. Same holds true for games I think.shrekfan246 said:Ehh. Personally I think it's a bad misconception for people to have that a "10/10" has to be a "flawless" game or whatever. That's not how it should work, because nothing is ever going to be flawless so at that point you're never going to get a 10/10 and then what's the point in using a 10-point scale in the first place? 10/10 should just be an exemplar, something groundbreaking that shows the rest of the industry how it should be done and, well, transcends the mere collection of parts that make up its mechanics.Dirty Hipsters said:The souls games aren't 10/10 games, they're plagued with problems, but I find them a lot more engaging than a lot of what does pass as a 10/10 game to a lot of people.
I think I've found your issue.Athennesi said:I found DS fanbase on some sites (like Neogaf)
Just because you like one game, or a genre or style of gameplay, doesn't mean that you'll automatically be a fan of everything that's even vaguely in the same category.As for "not for me", I've played a lot of action games, particularly hack&slashers, and usually evaluate each on how it functions based on it's own design goals. Closest to DS I've played is Severance and it's easily one of my favorites.
This is another reason people tend to be forgiving of the issues with the game. It's been referred to, popularly by Yahtzee but also by many others over the years, as the best 3D Castlevania game, and that's for a reason. While I personally do like the combat of the game, it and the subsequent discussion about difficulty is but a drop in the bucket of why I actually love the game as much as I do, which is largely for its world.What impressed me the most is level design... in most games it is closer to a road with occasional fork, here you have layers and layers, interconnected with one another.
I mean, everyone has their own preferences that allows them to decide where they would "rate" something, but yeah. If you're using a 10-point scale, you need to be willing to utilize the entire scale, or else you just get the sliding point system that people have been decrying in video games reviews for years now already.Gorrath said:I can't complain if someone says they don't think a game deserves the rating it got but I agree with you on this. The idea that a perfect score means a game is in some way perfect doesn't make sense. To me a perfect game is one where you cannot imagine the addition or subtraction of any element would make the game significantly better. I don't know if that's true of the Souls games but people seem to have this idea that a perfect game is one that is everything to everyone. I find that criteria to be impossible (and indeed many people have said that no game ever made deserves 10/10 because of this impossibility) so what's the point? It's like arguing there's no such thing as a perfect hammer because it'd make a crappy screwdriver. That doesn't suggest there's anything wrong with the hammer but instead with our criteria. Same holds true for games I think.shrekfan246 said:Ehh. Personally I think it's a bad misconception for people to have that a "10/10" has to be a "flawless" game or whatever. That's not how it should work, because nothing is ever going to be flawless so at that point you're never going to get a 10/10 and then what's the point in using a 10-point scale in the first place? 10/10 should just be an exemplar, something groundbreaking that shows the rest of the industry how it should be done and, well, transcends the mere collection of parts that make up its mechanics.Dirty Hipsters said:The souls games aren't 10/10 games, they're plagued with problems, but I find them a lot more engaging than a lot of what does pass as a 10/10 game to a lot of people.
You Can said:The heaviest fighting swords that I know of weighed, about, eight pounds, and were around six feet long. An average longsword/hand-and-a-half sword/bastard sword (they're all the same thing) weighs about two and a half to three pounds. They are quite lite and very fast, search for HEMA on YouTube for examples.Glongpre said:I believe that is a common misconception. Medieval weaponry isn't THAT heavy. It was just a design choice for the game to play into the combat pacing and strategy.slo said:It was about time for someone to make a game where a great hulking slab of metal does not feel like a paper fan.[/s]
On Topic: Dark Souls combat? It's alright...
I think my 10 point scale (not that I'd use one, I'd go the Yahtzee route) would go something like this:shrekfan246 said:I mean, everyone has their own preferences that allows them to decide where they would "rate" something, but yeah. If you're using a 10-point scale, you need to be willing to utilize the entire scale, or else you just get the sliding point system that people have been decrying in video games reviews for years now already.
If "10/10" = "Perfect, universally appealing and with no flaws", then it becomes a useless number. So you're working with 0-9; more realistically 1-9, since "0/10" would mean that the game is probably so broken that it doesn't even launch, or causes some sort of catastrophic failure. More common than a 10 would be, but still rare enough to be pointless. And then 1-4/10 are generally just reserved for games that could hardly qualify as games for one reason or another while 5/6 get used for the games that are somewhat proficient but have massive bugs that hinder the experience, because everyone knows that bland, mediocre games don't "deserve" to get such low scores, and 7 is the cookie cutter number used for cookie cutter games that do everything we've already seen before and oh boy, look where we are, the current state of reviews.
Oh! The console version has its own share of problems (the framerate drops at Blightown are legendary).Ariseishirou said:I played on console and I didn't run into most of these. Certainly not often. Sounds like a hardware problem.
I'm not sure I died a single time across about 300hrs of DS[1] due to camera, so--- er, I can only offer a quizical shrug to that complaint?Athennesi said:1. Camera
Never had those issues, either. I was playing on 360, btw, and then for a little while on XB1.2. Lock on
Directly affected by camera, but also glitchy on it's own. Randomly stops during targeting, causing the player to spin around and shoot in opposite direction.
Um... You're comparing it to a largely skill-less combat system in an arcade game? Why?3. Backstab and Parry
There is always a split of a second before animation starts that feels like experiencing bottleneck. Then the camera tries to catch up and it janks to the side, making entire transition feel incredibly clumsy( compare it to how it's done in Arkham games).
"Should be"? Any reason something "should be" in a game? It's a matter of taste, for designers and players. I loved the slow brutality and weight to backstabs, in particular, and they tended to feel like tiny moments to catch one's breath if you were still defending yourself, given you could whip the camera around to gauge the next threat.The animation itself is pointlessly long and breaks the flow of combat...parry should be a quick slide of enemy's weapon followed by instant counterattack...
Well, there was an aim function, soo...4. Archery...the weakest I've seen in years. Completely unsatisfying sounds, no "feel" of tension when drawing the string or piercing armor, no first person, plus enemies are slow and weak at dodging.
Spellslinging is certainly often considered DS's Easy Mode, and whilst for a while I saw that as a negative, I think George Weidman/Extra Credits/Sterling (can't recall which. I think they've all touched on this aspect of the game and series) did a piece on how DS1 essentially offers the player a dynamic difficulty setting, and that comes from the builds and the use or non-use of certain armour types or attack disciplines.5. Magic...uninspired and borderline broken. 90% of it consists of recasting the same spell, over and over. Soul Arrow-Great Soul Arrow- Heavy Soul Arrow- Great Heavy Soul Arrow- Crystal Spear, etc, etc. No visual or audio appeal, not even remotely comparable next to almost any rpg out there.
It depends on what someone wishes from their experience.6. Enemy AI...At first they seem impressive, because of variety of movesets, however AI is very simple and easily exploitable. / The game, not once surprised me with a sense of enemies intelligently responding( like I've had with Exanima for instance)...they feel more like dolls, each limited with a few types of attacks and very predictable/or cheap sometimes encounter design( giving the world a gimmicky feel, like everything exists to kill you and is placed like they knew you were coming and from which direction).
Can't say much to that as I don't agree, or, rather, what you wrote doesn't match my own hundreds of hours.7. Physics and "cheesy difficulty"...
Oh? They are "illogical"? Why? What logic do long dead servants of a fallen city and god/s operate under, and how can you discern this? Again, to me the enemy placements are like that of a puzzle. The world and its denizens are there to grief you, you savage you for mistakes. To me there is perfect design logic to the famed/infamous Anor Londo archers.They jump from corners or are placed in illogical places( Twin archers in Londo).
Well, I'd say DS's combat is amongst the most 'realistic' I've ever seen in a game.No weapon interaction( they just phase through one another), or anything even remotely comparable to Dark Messiah and similar games.
Again, never had an issue. I also tended to play heavily hybrid characters, too, so your specific mention of issues with hybrid builds doesn't chime with me.8. UI...too clumsy and without allowing instant access to weapons/abilities.
As above; never had an issue. From the looks of it, DS3 might have some of the best damn hitboxes evah, but aside from various demons 'butt slams' I never legitimately had an enemy hitbox strike that I could honestly whine about. To me, DS's specificity of contact - for you, and for the enemies - was arguably the foundational building block of the entire experience (arguably the backstabs were the weakest element of that experience, simply because of how simple and effective they were against numerous enemies. still, they were a tool in the players choice - to use or not to use).9. Hitboxes and visual inaccuracies
Well, as I said, to me it's one of the most rewarding gaming experiences of my life, so subjectivity is as subjective does.10. "Fun" factor...this is subjective, but feels entirely lacking in DS.
...perhaps if you stopped to reflect about the possible futility of your actions/achievements/non-achievements, you may have begun to see that loop a little differently. As I elaborated on above; to me that's not just a game mechanic, it became a--- well, philosophical prompt, to get a tad pretentious... One that fitted hand-in-glove with the stories/journeys of the NPC's the player crosses paths with.Plus the endless repetition of dying and going through same encounters that always play exactly the same...video game labor.
Er, no. All actions have weight and a time window to them, that isn't the same as 'lag' when it's meticulously designed into the system. You either like it or do not, but it isn't a flaw. I loved it, as I'm sick of arcadey flapping around in combat, particularly where bladed weapons are concerned.11. Controls...not as terrible as some exaggerate , but for a game entirely oriented toward action: not good. Plus, there is a noticeable input lag, especially with jumping/dodging/rolling.
I adore many of the aesthetic designs, but the actual patterns and challenges of the bosses in DS1 certainly isn't a strong point, I'll grant you that.12. Boss fights... not bad, but disappointed in more than a few: Nito, Gwyndolin, Discharge, Butterfly, Seath, Capri demon, Hydra, etc... Majority are fairly standard with only a few exceptional ones.
The idea that positioning in Dark Souls wasn't important because of i-frames is bizarre to me, but each to their own. I-frames were part of the system, and I don't see how their use or non-use was a negative. If you're terribly positioned, no i-frame in the world's going to really save your ass if your next dive is into their weapon, off a cliff, or into another enemy. Decision making was still what killed you or kept you alive in tough situations.13. Overrealiance on I-frames...which makes evasion feel counterintuitive and positioning far less important.
Perhaps because a "top tier combat system" isn't where DS's brilliance begins or ends? A rather glib reply, I admit, and one certainly made by a fan of the first game (and Demon's Souls, even if I never got to play it) but DS's combat was just one part of the whole.Why is this praised ( by it's fan base at least) as top tier combat system?
Eh, I think we can agree that Anor Londo is one of the least intuitive places in the game. Blighttown was a ***** to go through, but at least you pretty much always had something guiding you, whether it just be a simple direction of going down or the platforms of refuse in the lake of shit. Londo is just "fuck you"-ville with how they decided platforming on butresses when you haven't done anything nearly that small or with that kind of pressure before then.Darth Rosenberg said:Oh? They are "illogical"? Why? What logic do long dead servants of a fallen city and god/s operate under, and how can you discern this? Again, to me the enemy placements are like that of a puzzle. The world and its denizens are there to grief you, you savage you for mistakes. To me there is perfect design logic to the famed/infamous Anor Londo archers.They jump from corners or are placed in illogical places( Twin archers in Londo).
I get that, and from a game-play perspective appreciate what it adds, the slower more methodical combat is interesting though not my preferred system. The idea that it is in anyway "realistic" however is utter nonsense, swords are very, very, fast and things like spears are even faster.hanselthecaretaker said:I get why people are discussing real weapon weight since someone mentioned Souls having "weight" to and a realistic "feel" to its combat, but it's not meant to be a "realistic" representation. The game world is dark fantasy, meaning who knows how much a Demon Great Machete or Tower Shield would weigh. Probably quite a bit more than the heaviest known real world broadsword or shield, which is why the game treats it that way.
I never said it was "realistic". In fact I said it was never meant to be, being that it's steeped in dark medieval fantasy lore. There are a wide variety of weapons of greatly varying weight, and likewise greatly varying quickness in the series. Even in a fantasy game it's reasonable to expect that these factors would influence utilization in terms of combat stats.You Can said:I get that, and from a game-play perspective appreciate what it adds, the slower more methodical combat is interesting though not my preferred system. The idea that it is in anyway "realistic" however is utter nonsense, swords are very, very, fast and things like spears are even faster.hanselthecaretaker said:I get why people are discussing real weapon weight since someone mentioned Souls having "weight" to and a realistic "feel" to its combat, but it's not meant to be a "realistic" representation. The game world is dark fantasy, meaning who knows how much a Demon Great Machete or Tower Shield would weigh. Probably quite a bit more than the heaviest known real world broadsword or shield, which is why the game treats it that way.
I'm afraid we've wound up arguing about an agreement... I agree with you absolutely, it makes sense in-world and that's all that matters, but the idea that the combat is realistic that is a claim that is thrown around all the time (not by you) and it really... isn't. Again I think the combat is fine, its essentially Zelda for grownups!hanselthecaretaker said:This whole argument seemed to start by a questioning of the logic that the heaviest of them should require much greater strength, and that therefore they could only be wielded at a fraction of the speed that a normal sword or spear could. The point I'm trying to make is that a game can be based in fantasy and still retain some logic of real world physics.
Well, we clearly don't agree on the underlined, and I've never seen the big deal with those archers, in particular (I died the first time firing off Heal when I hadn't even spotted them, but then died maybe a handful of times across all my DS playing, and couple were most likely stupidly rolling off the edge, which is purely my fault). What else about Anor Londo aren't you keen on?Redryhno said:Eh, I think we can agree that Anor Londo is one of the least intuitive places in the game. Blighttown was a ***** to go through, but at least you pretty much always had something guiding you, whether it just be a simple direction of going down or the platforms of refuse in the lake of shit. Londo is just "fuck you"-ville with how they decided platforming on butresses when you haven't done anything nearly that small or with that kind of pressure before then.
Yeah, I kind of second this. After the pain and suffering of Blighttown and the platform fuckery of Sens Fortress,I was kind of happy to be able to spend some time in a civilized area with few death drops and some fricken light for once. Not to mention enemies I could actually maneuver when I fought them.Darth Rosenberg said:Well, we clearly don't agree on the underlined, and I've never seen the big deal with those archers, in particular (I died the first time firing off Heal when I hadn't even spotted them, but then died maybe a handful of times across all my DS playing, and couple were most likely stupidly rolling off the edge, which is purely my fault). What else about Anor Londo aren't you keen on?Redryhno said:Eh, I think we can agree that Anor Londo is one of the least intuitive places in the game. Blighttown was a ***** to go through, but at least you pretty much always had something guiding you, whether it just be a simple direction of going down or the platforms of refuse in the lake of shit. Londo is just "fuck you"-ville with how they decided platforming on butresses when you haven't done anything nearly that small or with that kind of pressure before then.
Most of Anor Londo isn't the difficulty,I'd argue it's one of easier areas in the game in terms of combat, just the obtuseness and annoyance factor's been turned up all the way for that area. The gargoyles are a pain in the ass, the vertical bridge, while a neat idea, is just a gigantic ME elevator sequence that you have to start and stop after running to it. The platforming, while neat in the cathedral, isn't all that clear before then on where to go. Visually I love the place, I just despise how it becomes the second nexus of the game because of how long it takes to get anywhere. Firelink you can go pretty much anywhere and it isn't a five minute walk to get to the door that opens to the next hallway you get to run through for five more minutes.Darth Rosenberg said:Well, we clearly don't agree on the underlined, and I've never seen the big deal with those archers, in particular (I died the first time firing off Heal when I hadn't even spotted them, but then died maybe a handful of times across all my DS playing, and couple were most likely stupidly rolling off the edge, which is purely my fault). What else about Anor Londo aren't you keen on?Redryhno said:Eh, I think we can agree that Anor Londo is one of the least intuitive places in the game. Blighttown was a ***** to go through, but at least you pretty much always had something guiding you, whether it just be a simple direction of going down or the platforms of refuse in the lake of shit. Londo is just "fuck you"-ville with how they decided platforming on butresses when you haven't done anything nearly that small or with that kind of pressure before then.
You Can said:I'm afraid we've wound up arguing about an agreement... I agree with you absolutely, it makes sense in-world and that's all that matters, but the idea that the combat is realistic that is a claim that is thrown around all the time (not by you) and it really... isn't. Again I think the combat is fine, its essentially Zelda for grownups!hanselthecaretaker said:This whole argument seemed to start by a questioning of the logic that the heaviest of them should require much greater strength, and that therefore they could only be wielded at a fraction of the speed that a normal sword or spear could. The point I'm trying to make is that a game can be based in fantasy and still retain some logic of real world physics.